I made this house with Gamespace on my laptop at work under Win ME; Truespace 7 won't install under ME, so I still use GSL for super low ploy models like this house. A couple of the textures are shader based, but I painted the house walls from a UV map I exported to MS Paint. I really am astounded at how relatively simple such props are to make.
(http://rpiffq.blu.livefilestore.com/y1pg6sWmbkvdwitTzG-MMwbbr76rbFClmawQXlpPVrKnZY0Ra0xoG0KYHNM0LNERoyJ8M491y-pcOUl9kCnhpchlAJwqhBxWr1F/bng1sthouse.jpg)
Whats it for?
a house?
Quote from: General BlackDragon on November 12, 2009, 04:44:30 PM
a house?
NO! Its a frikkin Pony!!
Quote from: Clavin12 on November 12, 2009, 04:23:27 PM
Whats it for?
Riding and patting and feeding carrots and generally looking cute... or was that me.
I mean does he intend to put it in bz2 for some strange reason.
All because you don't like it doesn't mean it's useless.
Looks nice, is there a destroyed version? :evil:
Didn't say I didn't like it. It's just simple and it looks kind of useless, at least for bz2.
In that case:
THINK OF THE POSSIBILITIES!!!
A suburb turned into a battlezone. :evil:
That'd be strange.
Quote from: Clavin12 on November 12, 2009, 11:36:24 PM
That'd be strange.
It works reasonably well in the Loot map. If done well, it would be a great map to play on.
(It's just a prop for an appropriate urban type map.) It would easily be modifiable with modeller to make it look destroyed or even blown apart I suppose with an animation sequence. I've been trying to make a variety of mostly props as I've somewhat peaked/gotten bored at making other stuff for the game. The square the house sits on is 8x8 meters; would that work with the games map editor? I've also started to make some other size structures like tall buildings, and other city related props for possible use in a community project if possible.
What really amazes me personally is that I've really started to grasp grasp the concept of custom texturing some parts of the model while also using procedural textures together to achieve some pretty nice props. The house part is one solid piece with the roof piece; I used the union tool to weld both together to form one piece. The textures were applied face by face after initially cubic mapping the entire model with the texture I painted. The greenery was a procedural texture rescaled from a basic camo pattern to simulate a rough shrubby pattern. The roof was also done with a procedural tile pattern rescaled to fit the roof.
Can my props not own terrain and still have a terrain object?
(http://3tqolq.blu.livefilestore.com/y1p2aVydKUW343Mz7QWMLUAlLYsg7xp78-4bqPvojtSn8XLjFRlSBtRVucFhNuEpDYVndJYH_1qvL9j9I6cdkA7AoFlpPOIDtqP/3bildingprops.jpg)
terrain__h will automatically make it own terrain, no matter what the ODF flag.
terrain (the one you texture on) probably wont by default, but you can make it do so with an ODF flag
Quote from: TheJamsh on November 14, 2009, 10:33:18 AM
terrain (the one you texture on) probably wont by default, but you can make it do so with an ODF flag
Do note terrain__h makes terrain flat under it, or rather makes the terrain match itself.
QuoteCan my props not own terrain and still have a terrain object?
why? people could build stuff in your buildings.
There is also an "IsTerrain" odf flag to force objects to behave like terrain.
ive always wondered... what happens to the terrain if the terrain__h plate has more verts than the terrain underneath it?
I was wondering about this as these props are just eye candy and serve no other purpose. I'd like to make it so that units can pass straight through them. In the past, I noticed in the FE Urban Meltdown map the units were continually getting stuck during game play in hollowed out buildings the map uses; really quite frustrating when trying to send units around the map only to find both the AI and my own units hopelessly stuck in building props ruining a otherwise perfectly good map.
What I'm asking is can my eye candy props be prepared in such a way as to make them not interfere with free unit movement?
Better ODF tunnels can keep AI out of things.
Buildings need an area around the collision (the base plate) It MUST be at least >=8 wide or units will get stuck pathing round it. 7.999999 will cause problems.
Buildings with no collisions are an invitation for people to put turrets inside them...
Odf tunnels tell units where they can and cannot go within a building, they also have to be the right size to work properly.
EDIT
To be clearer, A base plate using- building's collision mesh usually covers the whole area, flat (=0 height) collision must be at least 8 wide all around the building or AI units will not be able to path round the raised area. Even if it is only 0.1 high, odf tunnels must be used to get units to negotiate any collision higher than 0.
I found this out the hard way.
so a ibpgen for example has a base plate of exactly 32 square, so the collision (and the building) should not be wider than 16 or you will not have 8 flat all around it.
I see your point about placing units inside buildings without collision boxes. Although, it could be an interesting way to simulate weapons fire similar to an occupied structure. Can such buildings take damage and evtually be destroyed? Might be a cool way to make some tank bunker buildings. Has anyone ever played around with the idea of non-collision based building props?
Explosions damage buildings without collisions. The way to make an occupied structure would be to design it as a gt or use tapped turrets on another building. Not having collisions on solid structures just looks bad when things go through it.